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File: alien bullshit.jpg (1.19 MB, 1920x1080)
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Rolled 94 (1d100)

You are part of an organization known as HAX. Your sponsor a twisted so called 'genius' has gotten the team together, a mothership, and pull some blackmai-ahem favors to acquire specialized ultra rare and REDACTED pieces of equipment for you purpose. The rest of the team meanwhile traveled on the mothership, looted a battlefield, rescued some survivors, recruited 'privateers', made an alliance with an AI, and even proceded to utterly screw over a Megacorp. In that regard you were even given a trophy.

As for your purpose?

To somehow deal with the alien menace.

The organization has been founded on REDACTEDunnamed world. A desert moon with great plains in the center and two wastelands on each of the poles orbiting a gas giant. You have already established two stations and have one in storage still. You have been investigating a certain old battlefield in our home system. Alien sorcery that have somehow survived long after the battle had been settled and now that now have been reawakened. It has been commented that we should consider contacting their original owners the Combine to help deal with it.
>>
Rolled 55 (1d100)

>>34371192
>Turn 55
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 291
>Mothership unnamed
>>>Pop 31k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
Rolled 69 (1d100)

>>34371255
Colonial Township
NO name
stats
Resource Points: 2
Credit: 0
>>Pop 10k
>>Military 6k
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Good
>>>>>Medicine: Good
>>>>>Health: Good
>>>>>Armaments: Low
>>>>>Fuel: Low
>>>>>Tech Level: Average
>>>>>Reputation: Who?
>>>>>Infrastructure: Fortified Housing. Prison. Tough Clinic. Trash Yard. Landing Site. Reinforced Laboratory. Armored Den. Stealthy Black Market. AI Node. Grey Grande.
>>>>>Defenses: Fort. Bunkers. Sandbag Walls. Razor Wire Fence. Improvement patched township.
>>>>>Power: Biofuel Generator. Nuclear Reactor
>>>>>Weapons: Ballistic Set. Mono Combat Knives
>>>>>Armor: Basic Body Armor
>>>>>Communications: Radio
>>>>>Technology: Advanced Colonial. Proficient Med. Proficient Sci. Militia. Trooper training.
Materials: 2 Supply.
>>
>>34371294
last thread: http://suptg.thisisnotatrueending.com/archive/34258072/

Was discussed that we attempt to contact the Combine about their ship.
>>
>>34371396
Reporting in
>>
>>34371396
Hey MAL unless I messed something we set up the mining station on the ice planet with high graivty.

(Also how's it going people?)
>>
>>34371595
Never mind I didn't know we had 3 stations to drop.
>>
Ah, was waiting for this.

>>34371396
What's the status of our Fleet in the Graveyard?

>>34371595
Pretty good, still adjusting to the fact that this happens on sunday and i'm busy on sunday. . .but hopefully I can get a few turns in
>>
>>34371653
you used up all but 2.

>>34371774
They have successfully evaded the hazards.
>>
>>34371797
Ah good, where are they right now? In the middle of the graveyard or have they left?

Also do Karamazov and our heroes have a plan on what we're going to negotiate the Combine with? Or do we just tell them "hey we found one of your things here, come get it."
>>
Rolled 1 (1d100)

>>34371255
Alright if I remember right.

>Action 1
Let us contact the Combie. Commander and (I forgot how to spell her name) diploma I will trust in your judgment on the best way to so this.

>Action 2
Let's study the grave yard and see what we can learn. If we haven't pull out the ships instead. No need for more damage to the ships.

Random question, Could we use this as a way to train better pilots?
>>
Rolled 7 (1d100)

>>34371824
They are on the edge of it.

Not really they don't have a plan but besides attempting to make contact. You could try to recommend something.
>>
>>34371850
Oh boy Delim, you're a great guy but you always tend to do this. . .
>>
>>34371867
Yeah I just said fuck aloud at work.
>>
>>34371850
Why?

Why is it ALWAYS the most important action that does this
>>
>>34371899
This is really bad, I don't want to say end the civ bad, but this is one of the worst things that could've happened. Pissing off the aliens before we even have our reinforcements or infrastructure defenses.

AND. . .the fleet might be decimated by the graveyard hazards.
>>
>>34371899
Well it's a good thing it's the first roll, if I remember right.
>>
Rolled 28 (1d100)

>>34371850
Might as well critfish
>>
Rolled 72 (1d100)

>>34371990
Oh great dice gods, show pity on us as we ask you for a 100
>>
Rolled 1 (1d100)

>>34371850
LOL
>>
Rolled 9 (1d100)

>>34372108
No. . .please. . no
>>
>>34372108
... I will kill you. (And now I just said son of a bitch at work.) so yeah great way to start the day off. Talking and studying to death.
>>
Rolled 44 (1d100)

>>34371850
Well we attempted to contact the combine and we did a rather good job of it. Even made sure to make fun of the republic and the Commander brought up a number of interesting points...problem is well. APPARENTLY someone accidentally sent the message to the republic instead...which alone would of been a bit embarressing. Except the message contained a lot of uhm...bad talk against them.

Like...a LOT. His daughter practically strangled the guy who miss sent the message screaming about how a message like that would be good as declaring war while rubbing in the atrocities you committed against them.

The commander meanwhile giggled like a school girl about the whole thing till he found out what happened at the ship graveyard...

There despite our best attempts to study it and avoiding getting dragged in...well. Apparently the shipyard didn't exactly appreciate that fact. It started it launch shreds of debris at our ships impaling them, whiling dragging them with gravity, AND extending outwards towards our forces.

Suffice to say it REALLY wasn't pretty with what happened to our ships.

Pretty much all ended up crippled and or wrecked. They appear to be still salvageable...at the moment. At least until they get torn to shreds. The lucky ones were merely damaged and those were few. Not even the mothership was spared from the assault.
>>
Rolled 100 (1d100)

>>34372192

>>34372108
hahah well look at it this way next 1 will be you failed so hard you succeeded.

>Turn 55
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 291
>Mothership unnamed
>>>Pop 31k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
>>34372232
Please, please tell me that 100 isn't going to hurt us
>>
>>34372232
Okay, this thing went completely tits up. Do our heroes have a recommended course of action? How long can we expect before the Republic stirs against us?

Also, does anyone object to hauling everyone back to the desert moon immediately for repairs?
>>
>>34372232
Well shit, Should we get ready to move out? Maybe the Combie again and hopefully we can buy/get protection.
>>
>>34372305
I kinda want I launch a black buster round into the center of the anomaly and be done with it. We have a black plannetcracker cannon, we shouldn't have to deal with this shit.
>>
>>34372280
>>34372232
Basically, how long can we keep working on securing our colony? Please don't tell me we have to evacuate the system.

>>34372348
It won't hurt us if we stay away, and it still might be a bargaining chip with the Combine.
>>
>>34372232

>>34372280
>>34372367
**Dialogue**
>>
>>34372367
Are you sure it won't hurt us if we stay away? It seems to me that we just kicked a really big hornets nest...
>>
>>34372514
Well, if it has the range to reach us all the way from the outer system to the inner cauldron that's another story.
>>
Rolled 89 (1d100)

>>34372245
Only if it happens 3 times in a row the 3rd 100 will count as 1.

As in you succeed so hard you fail.

>>34372367
You don't know.

>>34372280
Mastermind is sorta in aw with how badly you fucked up. Commander is muttering about how the ships needs to get repaired ASAP. With his daughter meanwhile seems to have had a mental breakdown.

>>34372514
eheheh you wish.
>>
>>34372533
It's tearing time and space apart. I am pretty afraid of it.
>>
Rolled 3 (1d100)

>>34372585
Okay, so that 100 you rolled won't be bad for us, that's a good sign. Hopefully it does something in the background.

>>34372232
Action 1
Get the ships back home and repair them state

Action 2
Emergency hero conference now, we fucked up bad, so we need their input and brainpower put together to come up with a plan more than anything.

Yes, they can take their time to calm down.
>>
Rolled 46 (1d100)

>>34372647
Let's do it.
>>
Rolled 8 (1d100)

>>34372647
Vote
>>
But for a plan we need to think about how badly we will not work with aliens. We could see if the Combie will let us join up with them or take this worm head on and capture it (basically to give us another super weapon).
>>
>>34372865
I don't think we have anywhere near the tech or capacity to stop the anomaly, much less fix it, and with the fleet damaged and injured too.
>>
Rolled 59 (1d100)

>>34372647
Vote
>>
Rolled 19 (1d100)

>>34372647
What ships could limp away did so, but we had no choice but to leave a number behind.

Mastermind seems to have an idea...but something went wrong. So its no longer doable.

Commander states we should consider hiring an army or throwing our lot in with someone to save ourselves.

His daughter suggests apologizing and make it look like it wasn't our fault/set up.
>>
Rolled 41 (1d100)

>>34372943
>Turn 57
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 291
>Mothership unnamed
>>>Pop 31k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
>>34372966
>Commander states we should consider hiring an army or throwing our lot in with someone to save ourselves.
If we do that, we need a third party not Combine or Republic, thus we won't damage relations with either of them. Can you think of any factions like that? Furthermore if we wanted to hire an army, who could we hire?

>His daughter suggests apologizing and make it look like it wasn't our fault/set up.
Alright, we'll let you do that. Can some resources help here? Perhaps even a simple tribute of wealth.
>>
>>34373037
>>34373037
**dialogue**
>>
Rolled 53 (1d100)

>>34372966
>>34373037
Need some answers.

But other wise I assume the actions will be
>Action 1
Repair ships. If we don't have the resources gather what we can from the stations.

>Action 2
Set up forgiveness plan A and back up plan B Your home is my new home friend.

Also how long till caravan drop off?
>>
Rolled 63 (1d100)

>>34373440
I presume by action 2 you mean
>Do the Diplomat's plan
By which case, I vote
>>
Rolled 3 (1d100)

>>34373440
Backing
>>
>>34373037
"HAH don't you get it we ALREADY shat all over the republic they aren't about to forget about that especially considering...certain shared histories. Combine would let us join for the sole fact of what we did to them. Shit they'll probably throw a parade. Problem is though relations between humanity and the alien are quite strained right now. Especially thanks to the Arcin War. Combine has only has taken interest with humanity in a 'joining capacity' due to the Republic attempting to assimilate. Luckily the wars have really slowed it down for the republic.. Due to bad blood between humanity and the Combine they aren't exactly having much luck either though."

"As for beyond that you got the big government powers to join. Anywhere from the Empire to dictators, republics, federations, ect. Humanity has quite the capacity and range in that regard."

"As for hiring an army...what do you think mercs exist for? We could hire either a mix or go for a single large contract. Depending on how long you want to wait and your needs. Mix is good if you have time and need variety. Large contractor is good for if time is short and your willing to give up on some variety but for better specialization."

>Daughter
"I...it might not be enough. Normally it would of worked but due to some findings from the Mastermind with his plot gone awry it revealed that quite possibly it wont work..."

"As it turns out my father...is a wanted war criminal. When you combine what he all did to them/others and the message we sent."

"I...don't know if it will be enough."
>>
>>34373518
Well that is what she said to do, that or blame someone else. But no reason not to look into all options while we can.
>>
>>34373557
Well, money is NO good to us dead, get us in contact with some mercs (that shouldn't be an action right?)
>>
Rolled 60 (1d100)

>>34373557
Alright after this info I'm down for round 2 of contacting the Combie.

>Action 1 repair ships and get what materials we need to do it.

>Action 2
Let us contact the Combie, again. Commander and diploma I will trust in your judgment on the best way to so this.
>>
Rolled 96 (1d100)

>>34373741
We also need mercs, so get in contact with them too.
>>
Rolled 78 (1d100)

>>34373741
Switching my vote to this
>>
Rolled 41 (1d100)

>>34373661
Unless you wish to negiotate or really shop around for a cheaper price nope.

Any preferences?
>>
>>34373830
Someone with a deathwish for the Republic.
>>
>>34373884
And likes our kind of people.
>>
>>34373741
Ship repairs continue we seemed to have made excellent time this time around as we progress rapidly.

This time we successfully contact the Combine.

"What is your purpose contacting us humans," rasped a strange somewhat blocked voice.

>>34373884
Not so limiting.

>>34373930
Limiting..

That will take time you know. Not to mention you didn't say whether you wanted mixed or straight.
>>
Rolled 75 (1d100)

>>34374217
>Turn 58
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Train our forces.
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
>>>Resource Points: 0
>>>Credit: 291
>Mothership unnamed
>>>Pop 31k
>>>Military 16k
>>>>>>Food: Good
>>>>>>Water: Good
>>>>>>Morale: Good
>>>>>>Medicine: Good
>>>>>>:Health Good
>>>>>>Armaments: Good
>>>>>>Fuel: Good
>>>>>>Tech level: Good
>>>>>>Reputation: who?
>>>>>>Infrastructure: Barracks Deluxe. Officer Quarters. Living Quarters. Merchant Quarters. Military Quarters. Research Quarters Deluxe. Holding Quarters. Hydroponics Bay Deluxe. Waste Recycling. SS Exotic Armory. Engineering Bay. Medical Bay. Vehicle Bay. Lab Bay. Robotics Bay. Life Support. Cargo Hold. Constructive Bay. Holding Bay. Prison. Boarding Dock. Mother Yard. Material Processing Center. Reverse Engineering Bay. Mega Mashing Maw. Pissed Pour Pipes. SS REDACTED Sensor Suite Deluxe +.
>>>>>>Defenses: Railgun Cannon. Laser Batteries. Auto Turrets. Anti Boarding Countermeasure(toxic boon). T3S Crack Cannon
>>>>>>vehicles: 25 Tread APC. 8 Siege Bulldogs. 10 Flack Turbos. 5 Troop Carriers. 30 Budget Tanks
>>>>>>Power: Plasma Nodes.Plasma Conductive Matrix. Mass Plasma Reactive Generator. Fast Breeder Reactor. Fusion Reactor. Nuclear Reactor. Thorium Reactor.
>>>>>>Weapons: Ballistics Set. Mono Combat Knives.
>>>>>>armor: Basic Body Armor
>>>>>>communications:. Comm Suite.
>>>>>>Technology: Basic Bot Building. Reverse Engineering. Alien Lore. Colonial Set Up +. Crude Military Tech. Plasma Cannon A T1. Toxic BCM.
>>>>>>Materials: 3 Supply. Parts.
>>
>>34374217
I think this is where we let the Diplomat do the talking.
>>
>>34374217
"We have something that might've belonged to you once. This type of ship seem familiar to you?"

Show the the details of what we found, but don't give a location.
>>
Rolled 41 (1d100)

>>34374217
Well we found one of your collective's weapons in our area and we wanted to talk about that. After words we have an arrangement we would like to make.

[Karamazov and Commander by all means add or change anything you wish.]
>>
>>34374217
At the moment for mercs just make sure they will not back out of the deal, The ones with a deathwish will probably give us a better price and mixed would be nice. But straight has what we need more, Numbers and focus.
>>
Waiting on da dialogue
>>
Rolled 38 (1d100)

>>34374315
"Hm certainly one of ours and hm....oh nuts. And people wonder why we cancelled the damned things."

>>34374354
"Hm about what exactly?"
>>
>>34374717
"For reasons be, your enemies are suddenly our enemies, and the Republic may be on their way. Think not you could benefit from someone with aligned circumstances, as well as not letting this thing fall into their hands?"
>>
>>34374799
"Hm and why we would we help you out hm? Not like they haven't acquired our tech and us theirs. Why would we stick our necks out for you? Already have enough run ins with them as is."
>>
>>34374843
We are considering blowing it up, we don't know if this is a wise course of action. We aren't asking for much more than instructions on how I diffuse the weapon. Certainly your cooperation will be rewarded.
>>
>>34374843
"Hey Commander would you like to tell them why or should I?"

We as a civ have black level tech from the Republic's SS megacrop, (Badass AI), two of the combie's weapons, Tech that can rework alien tech to our befit and I'm sure more. I'm so game for getting this super weapon to work.
>>
>>34374843
"Money speaks to most don't it? Beyond a share of loot, would make it worthwhile to you?"
>>
>>34374948
"Hm...and what is it you need exactly?"

>>34374934
"How so now?"

>>34375079
"Money is funds to the combine but as overseers of trade between us and beyond we get no small sums of it. To the Combine what is useful is manpower and tech. Never enough manpower to throw to around and tech always helps. Some members can be just so selfish or simply unable to deliver."
>>
>>34375224
Well, you'll be getting our manpower support if we survive. We're setting up a nice little infrastructure here that could go toward your efforts
>>
>>34375224
Well that depends on how much you are willing to trust us and vice versa. But for the moment we were hoping to join up with you for protection. While we find ways to stop the Republic and if your willing see about getting a weapon that has been neglected fix or shut down.
>>
Now the best thing is if we can keep fighting the aliens while under the Combie. Which I believe we can as long as we don't mess to much with other beings in the Combie business.
>>
Crap, I have to go, good luck everybody, make this work!
>>
>>34375356
"Hm...well...uh."

"This is unexpected. All that work for nothing...and to think bah."

>>34375320
"hm well of course you will if you join us."


Confirm joining the Combine?
>>
>>34375614
Fuck yes
>>
>>34375614
Use Madness insight or any heroes with the ability to see how badly this will fuck with our current populations disposition
>>
>>34375614
"May I ask what work?"

As long as we can keep fighting Aliens that do wrong and balance out our moral from working with Aliens sure.

"Commander and Crew is this fine with you? We can use this time to grow and improve our army while getting to know the enemy, or new Allies in the fight, first hand."
>>
Rolled 100 (1d100)

>>34375723
Humanity despises the Combine due to them fucking with them for so long and never bothering to apologize for it all including the inhumane stuff.

Republic is much more...well less obvious about it and actually DO bother to apologize just doubt whether its legit or not.

So no its not gonna be pretty due to the whole oh lets fuck over aliens for your initial excuse for working together. I am sure the combine would happily help creating order though.

>>34375804
"Hm just stuff regarding Republic BS with their assimilation bullshit."

The commander is silent on the issue while the crew isn't exactly happy about it.
>>
>>34375912
So on the one hand if we join the Combine we'll fuck over our whole idealogy and human disposition.

On the other we already fucked over the Republic diplomatically.

So the option is fall under the bootheel of the republic, or the bootheel of the Combine.

Do our heroes have opinions, knowing our population could implode?
>>
Rolled 10 (1d100)

>>34376018
Not really. The commander brings up there ARE human forces we could attempt to align ourselves with.

Still your stuff is reasonably early on and you don't have too many hardliners. the commander himself seems to have an 'understanding' with the combine.
>>
>>34375912
I can assume the Commander is thinking then.

... So at the moment we have few options we can hold out and hope to not have a fight on our hands with the Republic, Load up on a crap ton of mercs and fight the Republic, Load up and move some where else (Which is a bad move because we loose a lot of our starting boons. But we could live.), Team up with the Combie (Possibly stab them in the back if we can) or something else I'm not thinking about.

The real problem is the Commander's background if he wasn't wanted we could maybe pay people and fix this. >>34373557

... There is something I'm missing ... But what? The megacrop has no reason to really help other than the tech we have. Even then they could probably pay to have it back.
>>
>>34376207
Can the commander lists us some options.
>>
Rolled 18 (1d100)

>>34376283
There were some earlier listings of human forces and plenty of others.

From directorates, oligarchies, Empires, Republics, Federations, Democracies, ect.

Humanity is steeply divided.
>>
>>34376358
I'd need to sift through the notes for that, and on my phone that's hell.
>>
>>34376446
I would help but one of the few things i didn't keep is faction notes to factions we don't talk to. I guess I will need to change that.
>>
While we continue this conversation, I'll propose actions
Action 1
Keep repairing the ships

I'm not sure what immediate action 2 we should take
>>
>>34376207
Also, let's accept the Combine deal. Although we have ingrained basic humanity problems, it's better early on than later, and the Commander understands them.

Does any hero disagree?
>>
http://pastebin.com/ZH9eQAZj

Alright the first bit of faction info from the 2nd thread.
>>
Rolled 49 (1d100)

>>34376547
Action 2
Have the Commander make preparations for war/defense of our planet and the fleet.
>>
Rolled 79 (1d100)

>>34377063
>>34376547
I'll vote it
>>
Rolled 80 (1d100)

>>34376207
Do we know if the human factions we could try and align with will be able to hold out ageist the Republic? If not we will be in a bad spot and may have to fight our human brothers with out much needed tech upgrades.

I do want to keep our people happy. But unless they they have a sure thing we may need to ally with the enemy for a short while.

>>34376547
>>34377063
Sure.
>>
Rolled 26 (1d100)

>>34377445
Humanity currently has a signed peace treaty with the republic while the have an uneasy truce with the Combine.


Anyway I let you discuss and possibly even come up with your own human factions if you want to join them. Setting is VERY big after all.
>>
>>34377535
I'm at work, I would like to discuss it more and read up on the factions but it's impossible to do it on my phone.
>>
>>34377535
The sad thing is right now all I can come up with that isn't pulled from something is ... more or less jokey civs.

Like one where a faction of humans tried to become part animal and live in peace. But it went wrong and they became more warlike and changed jungle combat for a great deal of people.

2. Psi Gone wrong.
Wanting to improve ways to control and safely upgrade psi power. A mid age man set out at a remote system that seemed to grow a crystal that would help with that. Easy to attune to and focus on things were looking up. Turns out there was more to it. Nano machines embedded them selves into the crystals of the planet in hopes of hiding from the world. Before it was to late they took hold of those that trained their psi on the planet. Soon a new cyborg was made one that used psi, rather limited. Most could use one or two powers the turned masters could do far more, Granted they ran a risk.

... I'm not helping. All I have is ideas for monsters and maybe friendly.
>>
Rolled 63 (1d100)

Damn, I'm busy elsewhere too. If we don't get much done today, we'll hopefulyl build upon it later.
>>
>>34378910
I'm too angry to play >:(

Can we play a mini game instead or something?

"Genies wild safari" comes to mind..
>>
>>34380227
What's wrong Godzilla?
>>
>>34380227
Adventure mode.

Wow Sundays are a bad day for us it seems.

I had an idea for a megacrop who's is the antithesis to umbra. Like what would happen if life lock got big kind of thing. They wheel and deal trying to make the world better and is more transparent. But not sure what to make the main tech other than safety.
>>
>>34380373
Why do you think I avoided the weekends?

They are a TERRIBLE days to run...gonna have to think of something new.

Make it transparent security.

Umbra will cry.

Their all about shadowy covers, connections and thievery.

The ONLY thing Umbra does well WITHOUT ripping someone off is Black Ops tech in particular stuff like spy tech and infiltration/stealing.

Umbra Black Ops division is thee BEST of all Megacorps combined they are in fact so good they can even rival the other best of the other major non corp groups. Which isn't something many megacorps can brag about.

Their spies, connections, and 'acquisition' in particular in their black ops are unbeatable.
>>
>>34380646
Basically its the only thing they're actually original at is the shadowy shit.
>>
>>34380306
I'm angry at a drug dealer for crackhead reasons
>>34380646
Transperico. The most honest mega corp ever..
>>
>>34380852
Their CEO can be a super mister rogers.
>>
>>34380852
>>34380909
Hrmm, I wonder how Adero feels about them.
>>
>>34381132
Adero doesn't care about them at worst, and finds them average trading partners at best.
The biggest flaw is that Transperico often spends too much time analyzing data..
>>
>>34381183
Their CEO sounds like he'd bro it up with Mr. Light though.

yeah, that does fit, i mean, light does pass through something that is transparent.
>>
>>34381183
If you are a honest person they are the best people to have your back. But even a honest person will have something they need to hide.
>>
>>34381244
They value honesty over being "good".
Good is relative anyways, they stay open and honest about everything they do and wether people like it or not is up to them.

One of the worst things they have done is the time they were testing their newest "quantum planet busting smart bomb".... They accidentally tore a hole so huge in the universe that 100 years of progress was lost to mankind. They are REALLY sorry about it.
>>
>>34380733
Hey MAL I was looking threw the faction info we have. Any chance one of the AI/Machine factions could help us? I'm hoping we could remove the message in some way or corrupt it. If we have the power to do it we may even be able to rout all incoming people to other systems or change data to help give us a fighting chance.

Clustered Research Complex #37105
What happens when you stick a bunch of cluster and AI Hives into a facility then watch?

Complex Core #125
An AI wakes up and finds itself lonely...so it makes some help and wonders about things. Like who created it and holy shit that is fucked up.

Ancient Bots of Aperi Prime
sometimes it ain't human that wakes up or perhaps it was made by them but long forgotten. Either way its been a long ass time and its time to do things once more. As soon as you figure out what the hell happened.

and shortly the Brood ancestors shall be revealed. Need to take a breather though first.
>>
>>34381369
They then opened up new schools to help make up for the damages and give students grants to help them with school,
>>
>>34381432
>The Titty Bots of Red light system 69.
Humans are a strange race, they tend to value sexual organs above all else. Through our various testing we discovered humans are more willing to lose their dominant arm to their sexual organs.. Fascinating... The Titty Bot regiment was built to lure wayward human travelers to us.. For scientific purposes only sicko.. They are perfect functional cyborg replicas of human females.. Or close enough.. Fucking humans will screw anything given enough time.. Lest we bring up the tests involving a locked down cell and a potted plant..
>>
Rolled 98 (1d100)

>>34381432
Uh...maybe.
>>
>>34381599
If we can lets make contact with them. I would like to see if they can help us. I hope they will be friendly like MAL. I say CC 125 will be the easiest to talk to. Then we go from there.
>>
Rolled 5 (1d100)

>>34381599
[rogue Godzilla action]

>1: fix all the ships, use as many credits as needed to "motivate" the repair guys, also upgrade the ships while your at it. Use the diplomat and the captains applicable skills

>2: using our T3S Crack Cannon blow the bullshit alien weapon up. Black buster rounds engaged. Mastermind in charge, I get the feeling like he wants to play with the cannon.
>>
>>34381848
O come now. Why can't we try to take control of the weapon/Worm thingy. For all we know it just wants a friend.
>>
>>34381880
You new here or some shit?
>>
>>34381918
No but a bit, Mad, yes.

I believe we have a Mad ship plot but I could be reading Genie's wording wrong.
>>
>>34381951
You bet your ass we do, but no matter what we try to do we can't identify the guy to save our lives. I want the shit gone, we have irreplaceable mines in this system. Think before we stupid? Feel?
>>
>>34381992
Very true. But for all we know hitting that black hole making high tech 'Worm' could set of a chain reaction and blow up our gas giants.
> The weapon in question supposedly relied upon either a trapped gas giant or even a star. Sources are unconfirmed as some swear the weapon in question used Black Holes or was Super Nova.
>>
>>34382100
DGAF. You know as well as I do that the dice determine that. So how about you leave it to fate? read; meta double crit jeopardy
>>
>>34382147
Well next 1 is a fall so good it works, Could be fun. But I would like to agree on something and not crit it thru.

But one thing is for sure. What do we do with what we have? We have contacts to make (Which some will take turns for) and a possible fight to ready for. I agree with repairs. But 'worm' can kind of wait until we figure out if we are going with Combie or someone else.

The bad thing is we just talked to the Combie. Who could end up a bit tick off at us for calling and dropping like that. But they have the best knowledge on this ship. So maybe an agreement to fix this problem and find protection some other way with the Humans, Think tanks, Megacrops and/or AIs.
>>
Bump before bed, just got home and tired as hell
>>
Well hopefully with a new day and free time we will have a plan down.
>>
bump, still gotta do shit on a monday but free time later is much better for me.
>>
Another bump
>>
... Still thinking but what if we see if the Combie can help with Worm. Then we contact Transperico to see if we can just them under there redemption plan. We have been honest people and we messed up. Hopefully thru this action the government could agree and we can fix some pass mistakes. (That is if the Commander's war crimes are not so bad we can't do that.)

It would be a first but I'm hoping we can keep our crew happy and even the pirates can make it out of this fine.

Then there is joining the Combie. But we would need to be careful of their 'help' with the crew morale. But it would change our civ's plan big time or maybe we do this as coverup.

Unlikely to work bit this will be the best time to learn from the enemy. Study them up close and get details on their inter workings.
>>
>>34391076
(... dam it that has a lot of spelling errors. )
>>
Bump
>>
Bump. Was also gonna suggest we join the Dark Dominion, gonna go scratch up some fluff on them. You've seen the civ types.
>>
>>34394756
I will not lie that could be fun as well.
>>
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“For Emperor and Dominion.”

These words reverberated throughout the collective psyche of all citizens of the Dominion, though perhaps in a more literal sense than at first glance. Ruling from their capital planet of Acerbus, their interstellar empire stretches vast distances with many, many colonies among the limitless stars.

Once the old Acerbus Kingdom, and then the Republic, the Dominion was formed through the cuthroat, and unstoppable political machinations of one Supreme Minister Valkemeen, who not only rose to an astonishing height of power rapidly but completely reforged the Republic into starflung Empire in his image.

Perhaps one such explanation for how one man could attain such power are the rumors of him being a powerful master of the Dark-Psi, and stories spread about him shooting death from his fingertips. To no small degree of credit must also be given to Valkemen's right hand man, the Viscount Dareth, himself also an acolyte of the Dark-Psi and a cyborg, who has thwarted every single assasination attempt and brutally taken out all the enemies of the Emperor. His reign has been one forged in blood and fire, but nonetheless, under Valkemeen's rule Acerbus has seen unprecedented expansion and cultural advancement the likes of which has not been seen, and public faith in the Empire has never been higher.
>>
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>>34395300
They are an empire in all but name, and as all empires are are a people devoted to expansion both of their nation and their ideology. When they see an opportunity to colonize and expand into a system. For those who subject to willing rule, they set to quickly flooding the colony and the system, holding it, improving it to supply the ever pushing front line, to make sure their borders are ever pushing forward. For those who resist, ruthlessness of their methods of assimilation and domination, taking the new races and colonies and technology they find and bending to their will, are a contributing factor to their ever growing size. Take a planet, flood it with resources from planets behind it, and gear it up to war production to take the next one.

When encountering the humans who descended from the planet earth, they heard tales of the old Earth Empire, and as such have proclaimed themselves heirs in the spirit to that glory days of that species of mankind, and wherever they go make it a point to instill such into the people, proclaiming them now part of the old Empire proper. They also make it a point that when encountering an alien race or even other humans, make sure that they forge their own treaties in the name of the Empire, themselves unrelated to mankinds so called "peace treaty" with the Republic among other races, and do not consider themselves under the jurisdiction of any treaty they have not signed.

A nation is not just a military, or a company, or a relgion, but all of these things working together to pursue the Dominion agenda, such as the state run Hoffman Megacompany and its divisions that help produce what the empire needs, such as the Hoffman Shipworks or the Hoffman Tankworks, the paramilitary planet of Hyrelia producing their most elite soldiers and warriors, cultists and Zealots ever instilling and expanding the will of the Dark-Psi.
>>
Rolled 14 (1d100)

One of these days...I swear if my medicine doesn't kill me my taste buds will.
>>
>>34397849
Heh yeah I know that feeling from some steroids I had to take. ... that was not fun the taste ... I'm just glad water helped.
>>
>>34397849
Ok Genie, Now that we're here we do have some proposed actions but I gather that the issue of an alliance of sorts to save our bums from the republic can't be held off.

Do the heroes have any opinions on the proposed alliances with Transperico or the Diminion?
do you have any opinions or questions on them as the GM?
>>
>>34395300
A psi borg? How did they pull that off exactly?

Those are rare as shit and don't currently really exist except for a few superior outliers but even those are rare as balls even by Superior standards.

>>34395409
Hm...sounds like the Republic will hate them and the Combine will as well as soon as they encroach on their turf.

Both the Republic and Combine are fucking huge. The two served as a balancing act for each other. While the growth for the Republic is in decline and the Combine are still trying to figure their shit out with how its suppose to work.

The treaty with humanity and the Republic was actually done by the one force that was backed by an entirely united humanity. They were mentioned before and why its still mostly listened to by them.

The treaty is quite strained though and ever increasingly so. As the Republic is making a play towards humanity attempting to find a rep and then backing them against their own kind. The Combine started to take particular interest around this point and were quite impressed with humanity's performance during the Arch War.

The following two wars were set up due to said power play and humanity's hatred/feeling of hurt against the alien.

They waged war against the Republic(weren't looking forward to assimilation) and lashed out against the Combine all the while maintaining skirmishes towards other forces/each other.

The galaxy was amazed out how war happy humanity still was(had to do something with those stockpiles/bloody thirsty anger from the Arch War). That final war was known as the Assimilation Annihilation War.

Humanity burned through most of their older Arch War stockpiles, rage, and blood lust during the conflicts. It was a VERY long war ending in an peace treaty with the republic and a truce with the Combine. Afterwards it IS noted that humanity seems to have 'calmed' down and are occupying themselves with expansionism however that may be.
>>
>>34399134
Less a Psi-Borg, more the fact that he was once a poewrful Psi adept who got burned during an unfortunate battle with his original master, another Psi user who used the "Light-Psi" before their order was wiped out, and much of his body had to be replaced with prosthetics and mechanical aids.
>>
Rolled 90 (1d100)

>>34399184
Also something about him killing his lover in anger, but nobody really remembers the details about that.
>>
>>34399254
Oh yeah, that too.


Oh, and there;s a little thing about some pesky "United Rebellion" in the Dominion, but it's nothing surely, the Dominion isn't concern. And once the Dominion finish up the Boomstar, a massive mobile fortress planet bristling with defenses and capable of manufacturing Planet Cracker shots within minutes and firing it upon enemy planets and ships at hyperspeed, nothing can stop them!

Just ignore that one crazy scientist who got so worked up about "air intake valve vulnerabilities" and "lucky enemy shots", he obviously doesn't know what he's talking about this thing is invincible, it was good that they terminated his service.
>>
Rolled 92 (1d100)

>>34399437
Eh....those references are a bit strong and over heavy anon. I don't mind taking inspiration but I is not a fan of blatant rip offs.
>>
>>34399535
I thought they were just making jokes after a certain point.
>>
>>34399535
I tried to tone it down by diversifying their various branches and operations
>>
Rolled 55 (1d100)

>>34399576
That's what I felt too, not to be taken that seriously
>>
>>34399578
How about instead of making the BoomStar they had tech to make whole planets move.
>>
Rolled 39 (1d100)

>>34399576
>>34399631
hm my mistake then.
>>
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Well if we're talking jokes take the Hoffman family Tankworks, currently the main supplier of Dominion all terrain fighting vehicles.

Legend has it that once upon a time their R&D division, in a crater found a mysterious digging vehicle of unknown origin buried beneath the earth, it's owner claiming to have been perfectly preserved and alive for "untold eons" after apparently being thrown into a mysterious wormhole of storts. His vehicle was far more futuristic than anything they had seen, even while it was completely inoperable save the advanced life-support systems that kept his body alive for ages.

In exchange for allowing them to reverse the life preservation and energy efficiency technologies from his craft, they promise that when they understand how his craft works to fix it up for him and send him to a particular planet in the galaxy, few knowing why but apparently he's looking for someone.

Now they are hard at work carefully studying the advanced life support and energy saving machinery in the digging vehicle in order to apply it to their tanks, so that their soldiers could be deployed in even the harshes toxic terrain and not require food, water, and in emergency low power, fuel for extended periods of time.

The emperor is more interested in how he survived body and mind throughtout what he claims to be "one trillion, three hundred forty-three billion, two hundred fifty-three million, five hundred twenty-three thousand, four hundred twenty-three years" and counting.

All the person said was he was good at keeping his sanity.
>>
Rolled 65 (1d100)

>>34399845
Ha, (I don't think Delim could recognize the reference)
>>
Anyway, still need to get to business and figure this out if we want to get anything done. I really hate the position that nat1 put us in where remaining independant is no longer an option after so much damned effort at hiding ourselves and laying low.
>>
>>34399879
For some reason I want to say doctor who.
>>
Rolled 46 (1d100)

>>34400091
I feel you, I'm not too good at this diplomacy stuff and wish we could just go back to improving our infrastructure so we could go bring the fight to the alien, instead of them brining the fight to us.
>>
>>34400180
It was a character from the Memor threads.
>>
Rolled 49 (1d100)

>>34400207
Hm....wait I thought it was from another civ...could of sworn it was overseer No-Mad.
>>
>>34400207
Yeah never look at those so I wouldn't know who that is buy a long shoot.
>>
>>34400272
Memor Civ and Adero, and yes it was.

He was the driver of the Digga-Nigga we bought for 15 resources
>>
Man if our heroes had an opinion on which civ would be best in our situation that'd be great.

Dominion would be at odds with the Republic and favorable towards humans and expansion (what we've been gearing for for ages), Transperico sounds cool though I don't know enough of about them to make a judgement, or we could just go Combine but that'd strain the slight xenophobic stance we've been seeding.

It's not the diplomancing that's hard (well, it's hard still) but the choosing which option is best that's the hardest.
>>
Rolled 95 (1d100)

>>34400377
Ditto, set us on a path and we'll forge our way through but choosing is hard.
>>
Rolled 2 (1d100)

Are actions really on hold until we figure out which side we join, or is Genie just relaxing on an offday/not feeling well
>>
Rolled 35 (1d100)

>>34400600
I am just waiting to see what you do. Which is nothing much apparently.
>>
>>34400720
Currently these are our actions

>>34377063
>>34376547
Keep repairing the ships

General preperation of defenses in the now very imminent threat of war.
>>
>>34400431
Dominion could help us with some things. But is more likely they well just want to make us apart of them. Combie I believe out of the big groups would be best long term. But the hard part is our crew.

Another thought was to get the AI/Machine factions to team up with Hax and we can cyber war the republic away from us.
>>
>>34400720
As for which side we join, I would be fine with any of the three options but I would rather we pick the one which gives us the best shot against the republic as well as let's us keep fighting the alien as humans, which joining the combine does not but joining the Dominion or the Republic does.
>>
>>34400806
*Transperico
Not the republic, whom we are fighting

>>34400782
>Dominion could help us with some things. But is more likely they well just want to make us apart of them.
That's what I gather too, but I wonder if that would be a bad thing. They do value colonies who willingly join, and we'd be expected to help gear up this system for resource extraction and production in preparation for conquest of another (which really is what we are doing anyway).
>>
>>34400782
I do see however that Combine would see our pirates being able to get some nice action, and they'd free up the graveyard from that strange ship, and it's full of things to be salvaged.

Dominion has privateers too, but their not as heavy into raiding and pillaging as the Combine
>>
>>34400720
Feel free to tell us your opinion on this, or if you need action on our part besides the diplomacy because we're still working on that.
>>
Rolled 16 (1d100)

Right now we're waiting on Genie to process the actions, or is he waiting for us to make a decision?

Personally I feel we go with the Combine, we still get to fight the Republic and we can avoid interhuman conflicts and the commander has a feel for them.
>>
>>34401493
Same, Combine seems like our best bet. Now where did we leave off in the diplomacy. . .

>>34375912
Voting to join the Combine too
>>34375912
Hopefully this 100 helps aleviate any qualms among our people.
>>
>>34401569
>>34401493
I'm down ... with the sickness ...
>>
Alright, we have actions and we chose our diplo, now we wait for Genie and pray for the best
>>
Night bump, but at least we got a plan down now
>>
Rolled 95 (1d100)

>>34401493
So gonna throw your lot in with the combine hm? What is your action plan then?
>>
Rolled 17 (1d100)

>>34403814

>>34376547
Action 1
Keep repairing the ships

>>34377063
Action 2
Have the Commander make preparations for war/defense of our planet and the fleet.
>>
Rolled 88 (1d100)

>>34404001
Yup yup. We must ready just in case.

I do hope our new people will be here soon. That would suck to waste all that credits.
>>
>>34404055
It would suck to waste all these threads
>>
>>34404160
That it would but that's XCOM ... I mean up to the loving dice gods.
>>
Rolled 1 (1d100)

>>34404160
heh the dice and player plans will what they will.

>>34404199
I am surprised your going for the OH GAWD DICKISH ALIENS that is the Combine with their love of probable probing and blatant exploitation.

Still though I suppose they are honest at least if not exactly very caring.

Kinda disappointing no one came up with many player suggestions for it.
>>
>>34404267
The commander suggested them, that's more indication than they have given for anyone else.
>>
>>34404267
>Kinda disappointing no one came up with many player suggestions for it.
For the Combie or the other civ ideas?

I'm game for our civ just using that as a way to make infighting and kill the aliens from the inside.
>>
>>34404337
Combine infighting is regulated, but common. Its actually pretty much a given if you can't talk it out fight it out. Just don't go overboard otherwise the the Combine itself will interfere.

The 'Combine' is actually a VERY loosely connected series of alien species with their government(s).

They have TWO responsibilities.

1 trade
2 war

Those are the Combine's ONLY responsibilities everything else is handed off to the others.

Initially way back when the Combine was little more then a defense pact then a trade treaty. It was only after a certain war with the republic when it all changed. That was when some realizations were made.

>>34404334
He doesn't like aliens at all but the Combine is the alien faction he has an 'understanding' with.

The mastermind would prefer independence.

Karamazov had some dreams but were rather crushed so she would prefer sticking with mankind.
>>
>>34404556
(Well there's the info we wanted from the heroes.) We wish to keep to our selves if we can. But with lack of ideas and plans we are kind of locked.

But if that is what you wish lets find a way to do it. MAL any luck with the AI/Machine factions? (Or do we need to do an action for contact?)
>>
>>34404556
>The mastermind would prefer independence.
But we LITERALLY asked him his opinion and he said he had none.

And if we wanted humans we could go Dominion or just stay on our own.

"Mizar, Karamazov, this is the last call if you guys wanna stay human sided you BETTER come up with a plan RIGHT NOW. Mizar, you're the planner here, so if you have a means to keep us independant in the longterm before the Republic approach, you better state it now."
>>
>>34404556
"The reason we are choosing Combine is because the commander stated his opinion on them and a semblance of a plan, and that is more than either of you have done.

Again, if you think we should do something else get some balls like him and tell us what you think we should do."

>>34404776
Or any of the other human factions if they can give us a good reason why.
>>
Rolled 35 (1d100)

>>34404669
They do no have any real interest with us besides why I am with you anyway.

Truth be told i like the space and reasonable calm. Its like a vacation which i so rarely enjoy.

>>34404776
Kara merely states it doesn't take much to join a human faction as they tend to be eager to acquire already set up colonies(less costly investment).

Mizar meanwhile...claims he has a plan but doesn't know quite how well it will turn out.
>>
>>34404826
"Names, Karamazov, we need names. There are billions of humans out there, give us a name of some of them why we should join and we'll give it a shot.

Mizar, we're willing to try anything to cushion us if you have a plan we'll give you the resources."
>>
>>34404826
I like to think it's because we are good friends. But you have your reasons and I can understand with space comes a nice ... empty cold that most places wouldn't have.

>>34404870
Agreed, We have info on some factions. But like a good feel for them. We need her input.
>>
Rolled 53 (1d100)

>>34404870
<Expecting me to come up with countless names and faction ideas

Do you have any idea how hard it was to do that in the beginning?

Worst part is I couldn't even come up with half decent names half the time even.
>>
>>34404937
We;re not asking her to name every faction, the opposite.

We're asking her to name one

The one she thinks we should side with
>>
>>34404937
I just want her thoughts on the ones we know, if that helps.

I will not lie i do like the one that we each added to, Transperico.
>>
>>34404937
"Well Karamazov, we gave you a shot. We told you to tell us a single specific human faction you wanted us to side with and you couldn't even do that.

Mizar, we need your absolute confidence on this, will your plan work to keep us independent?"
>>
>We should join a human faction!
>Okay heroes, which one do you have in mind?
>. . .

See, at least the Commander is sure about his convictions and if this Combine thing goes at least he actually suggested it, the others "didn't give us a faction to join otherwise."

Still waiting on Mizar's plan if he's going to tell us what it is.
>>
Rolled 97 (1d100)

>>34405254
"Hm...no certainly would of worked before but then something went wrong. No longer certain."

>Karamazov
"Hm...humanity is deeply divided. If we are to...throw our lot in with someone I would strongly suggest the Enzer Empire. Its a...empire founded by a runaway royalty whose homeland got wiped out. Granted they were tyrants except for her. Which is why she was 'allowed' to get away. The rest of her family were not so fortunate nor were the rich/powerful who got purged by an outside force. Even megacorps got kicked if they were dealing in matters vital to life. She ended up growing up among the stars with a deep hatred for her old home."

"Later once she matured she 'acquired' an armada and happily took on whoever wished to join no matter their past. Eventually she grew strong enough to lead the Armada against her old home and took part in other conflicts."

"The worlds that fell victim and their hunger for expansion arose a Empire. Though its still quite young and quite mobile to devastating effect."

>Commander

"...Wait a second this sounds like that one gir-OH hell to the no. It was bad enough she took care of you for so long but THEN she introduced you to THOSE people."
>>
>>34405385
"That's good, that's all we needed to hear, thank you.

Commander, whatever qualms you have with those people, I want your honest opinion from a purely military standpoint, would joining them give us a shot at repulsing the republic if they come, and would they stand a reason to.

Furthermore Karamazov, open up a line and start negotations with the Enzer Empire, let's see what disposition they have toward us."
>>
>>34405439
Seconding, wish Karamazov mentioned them sooner
>>
>>34405385
"Well 'those' people made sure i didn't end up a bigot like you. Not to mention she has a deep hatred for the Republic thanks to those who killed her family and stole her homeworld ended up joining them. As for Combine relation she considers them strong yet weak for keeping such a hands off policy within. Claims it weakens them even though they deal a heavy hand outside by being compromised on the inside."

>>34405439
"Hm the problem is THOSE people are a United Union of an shitty excusive Empire. The leader is a young woman who granted has a council but...she is too open. Too grudge holding and more importantly doesn't exactly believe in space."
>Some info user on the Enzer Empire
With that damned fleet of 'acquired' ships which by the way you know HOW that armada started out? She bought a builder barge and found old busted ships to recommission into service. Her time with the 'loyalists' who stayed true to her many of them went pirate. She was a pirate and when she saved up enough struck out on her own. People thought her a fool. Nope. she just wanted a whole lot of ships for cheap and...to plan. So she built an armada with her own two hands. The connections she acquired from the pirates allowed her to field them even if they were highly alien.

Because guess what? Many pirates are in fact alien or have connections. As for her loyalists? She DISBANDED them once she bought the bloody builder barge wanted them to live life. So they vanished into the backwater boonies. Had families possibly. those that didn't went off as pirates usually.

she is currently one of the rising stars though many consider her full of herself for declaring herself already being an 'empire'. They are fools. Her Absorbed Armada is no joke and neither are those who have fled to serve under her banner.

Currently the only worlds she commands is the one of whom her retired loyalists fled to and runaway colonies joined as well. Yet more disturbing she has been absorbing aliens too.
>>
>>34405588
>The connections she acquired from the pirates allowed her to field them even if they were highly alien.
Perfect, someone who a knack for Xeno-Tech, who hates the Republic but can keep a distance from the Combine, and Karamazov recommends her.

Don't know about absorbing aliens, but at least she and her people are mostly alien and not entirely Combine.

Again, let's open up comms and start talking to them.
>>
Rolled 74 (1d100)

>>34405588
She is also akin to her a big sister to the Commander's daughter. His daughter ran into her while she was being taken care of by a certain captain when she was rescued also when he thought she was dead.

Don't know much more then that besides them having some 'fun'.

>Commander

"Don't remind me...If only I had known"

>Daughter

"Oh yeah that was how I lost my virginity...good times. I remember it was with a pirate prince he took me out started real slow like with the whole tender groping that started from my neck slowly down-"

>Commander
"Oh god do not want DO NOT WANT TO HEAR."

>Commander has logged off

That was rather cruel Kara.

"Oh shut up MAL it worked didn't it?"

"Anyway time to make contact...first got to plug this in jury rig this cut this wire-"

Stop you FIEND THIS THAT IS MY CONNECTIVE CLUST-

>AI Disconnected.

Direct fusion for astro atomic comms activated. Encryption identified. Password confirmed.

Welcome to PPN.

connecting to private service...

Connected.

"Oh its been awhile Kara da Kill whachu want?"

"Don't give me that bullshit I want to talk to Princess."

"Ah no can do I heard that a certain prince was-"

"Don't bullshit me Ronry Rolf."

"Fine Fine."

>Image displaying denotes a very fancifully fancy quarters from which one could see a certain person who despite being VERY well dressed was chowing down like a half starved pirate with his last meal. Quite...the disturbing contrast.

"Oh KARA its been awhile," claimed a muffled voice form food/drink upon seeing who it was.

"I am surprised your still going by the Pirate Princess moniker aren't a Empress?"

"Puh that is what outsiders claim I have yet to be acknowledged by my own in such a regard. Anyway what is it you need?"

"The group I am currently with wishes to discuss some stuff with you."

"Oh and you used your PRIVATE personnel connection? I mean look at me I ain't in any fit condition to-"

"It was that urgent otherwise..."

"Ah well fine if you have a good excuse.
>>
>>34405893
>"Oh god do not want DO NOT WANT TO HEAR."
I do.

Chalk this one up for the smut list.
>>
>>34405893
"Greetings your Highness, we're a colony by the name of Hax, and you probably have not heard of us.

Our reason for contacting you is simple, we are in danger and require help.

Due to circumstance, the Republic now stands to show its disfavor towards us, and our fledgling colony stands to lose a lot of valuable resources, ships, and a system ripe for the taking, as well as some high value gear, top stuff taken from a Megacorp, your friend Karamazov can vouch for it and it was she who recommended you, so it is our best hope that her choice was the good one.

Our other alternative was to shackle ourselves to the Combine, but at least you are human."
>>
Rolled 88 (1d100)

>>34406020
"Oh Combine ain't too bad nice and strong on the outside. Some problems in though the Combine Government power is...strictly limited. Grants a lot of freedom yet you wish to...see what I have to offer hm?"

"Well. it ain't shit compared to what the Combine has got bunch of bastards has the best thinkers of a multitude of races churning out their new toys. Not to mention the wide understanding such a variety of exotic alien tech."

"Me meanwhile...I have only to offer as you said of being human, but not all who follow me are as well. While it certainly does sound like you have some interesting stuff there is only so much I can offer or do and i do not like being in a position of weakness or debt."
>>
>>34406135
"If we consolidate our resources you would be in a far stronger position than you are now, and as for Debt all we can ask is continued protection in exchange for patronage.

We heard you built your own fleet out of nothing but scraps and wrecks, well, that's EXACTLY what we need. Tried to do that ourselves with a graveyard, turns out it was a graveyard for a reason damn rogue Combine tech.

Hell, we got privateers who have been out of a job and need some damn action, perhaps you can find a place for them to get action and loot as well as help your own efforts."
>>
Rolled 85 (1d100)

>>34406135
Hm...that feel when I didn't have this shit figured out.

It wont fit thee civ markers and uh nullifying certain matters. Its a problem of independence...plus this sci fi workings ain't easy. With post apoc I could bullshit it easily enough.

Would nullify civ type...and put you under a different power. Even with the combine it was like that but more...taxing then anything. But this now well ain't so hands off.

Basically would devolve into one of two options.

Planetary Governance aka Civ mode but more...different. You'll be pretty limited and will still be stuck with now more detailed control of hero(politics a bitch).

OR

switches to a...entirely different game about. Basically no longer civ mode.

Shit.

Guess I'll let you vote

>Governance Mode(politics AHOY)
>Adventure Mode(oh gawd)
>iGNORE(go with something else entirely)

I am pretty sure it goes without saying which is nightmare, unknown, and other.

Finally kinda getting burned out doing civs even change didn't quite fix it. Not to mention I seem to have the general format figured out for this style of play. Need to work on other stuff though. Like units, warfare, detailed shit ect.

>>34406213
"Hm protection for patronage? Typical offer I will admit."

"Ah yes rogue combine tech..now that brings back some memories."

"Easily done I do maintain some pirate fleets after all."

"Very well...thanks to you having Kara there I don't mind agreeing. Only how much protection do you need exactly?"
>>
Rolled 97 (1d100)

>>34406357
No matter how I look at it I am scared over what you will choose. All the damned options scare me too so that only makes it even worse.
>>
>>34406357
haven't been a lot of large scale warfare since Memor days since they were the only land based big civ with armies we've played, though you did see elements of small scale unit combat scattered in the rest

If we go governance, could we still continue business as usual? (Control the mothership, manage the colony, expand outwards through the system etc.)
>>
Rolled 53 (1d100)

>>34406458
The rules for large scale warfare back then weren't all that great even I realized it early on. Kinda had to bullshit, rely on rolls, and tactical/strategic know how. Which was pretty bad for obvious reasons. Hence why its on my to do list. stats, warfare rules, ect so that way it will be much better hopefully.

As a governance your job is to basically manage to colony and to much lesser degree the system. The farther out it goes the lesser it becomes. the use of your ships will be notably lessened as least directly anyway.

Business wont be 'quite' as usual. As now your part of a larger group you'll be a bit more limited and expected to fill certain duties/criteria. Also politicking and other such fun goodies. While it wont be as intense as the other option due to you still needing to do management.
>>
>>34406597
Ugh management.

So on the one hand we have to take a whack at logistics (...joy) but on the otherhand Adventure means we'd be out there roughing it up against aliens and doing battle.

Hrmm, kinda leaning toward governance, because once we do get everything set up we'll have an army in this system and then fun will begin, and there are also alien ruins to explore and superscience to be done.
>>
Rolled 85 (1d100)

>>34406671
>Thinking the other mode is just that and doesn't/wont expand into other stuff. You may be more familiar/curious/wanted to know/do.
>>
>>34406704
Look Genie, which option lets us
A.) Continue to expand our system colonial infrastructure (factories, mines, colonizing the various moons)
B.) Allow us to control our fleet and hop about the system doing things, such as setting up research centers near alien ruins nearby
C.) Will lead to us holding the entirety or a vast majority of this system
>>
Rolled 1 (1d100)

So late, going to bed, keep working on saving our but from the Republic guys
>>
>>34406802
Darned, that would've been a useful nat1 after we started with 2 today. . .
>>
>>34406671
Management?
Looks like somebody is going to need a bookkeeper...
>>
>>34406802
Now that dice don't autofill I think that should kinda count..
>>
>>34406848
>>34406869
Hey Godzilla, what are your thoughts on this? Not sure myself which path we take Governance or Adventure.

I just wanna see our moons filled with factories and mines while our fleets go look for wrecks to start building our own armada, while scientists explore alien ruins on that one Cold world.
>>
Rolled 36 (1d100)

>>34406802
hahah and the third 1 got wasted when it would of been a crit success instead.

>>34406905
Your ships are gonna limited in usage due to your responsibilities along with this faction not being so forgiving/leniant.
>>
>>34406905
I like them both honestly, I would not be upset if it went in ether direction.

Government mode sci fi politics can be seriously awesome.
Adventure mode is guaranteed 24/7 cool action.

My gut says go with cool, my mind says go with politics
>>
>>34406979
We've installed some very valuable things on our ship furthermore we don't use it often except for movement or exploration.

Well, dan, got to go myself, he's hoping a fresh start tommorow will get me thinking straight.
>>
Rolled 74 (1d100)

>>34406998
>Wanting to play politics with teh Genie
>thinking its all 24/7 cool action

Come on.

>>34407210
Well there certainly are enough posts yet to use for it. Take your time.
>>
>>34407343
Do you have any suggestions or preferences?
>>
I feel bad that my rolling a 1 caused a lot of this mess. I want our autonomy but it would most likely hurt us. (Granted for all we know the Republic wants our Commander for their war efforts.) Combie could of been nice, If we were more forgiving people.

>>34404556
I know it's late to ask this. But what are her dreams and why were they crushed?

I would like to think with all the different types we have we could make any dream work. Just need time and a solid plan.

Also I assume our location was never said in the message. So we have the time it takes for them to back trace to be ready. In which case we could have MAL do what he's best at and do some cyberwar far.
>Or did we ready send a unsafe message with info that didn't need to be on there?
>>
>>34407343
>>34407622
>>34408848
Actually, I think maybe Adventure would be closer to our status quo. We hardly ever really manage the colonies and instead ARE using our ships to go do fun stuff here and there.

While with Governance mode I think what we'd see us take the wheel of our colony from the ground, like any old civ, sending our ships out on "missions". Basically right now would be closer to Adventure mode, how we're using the mothership and fleet to explore while simply giving orders to the colony rather than managing it.

The only problem is Genie implies it's "nightmare mode" which I do not intend to enter so lightly.
>>
Rolled 13 (1d100)

>>34410204
That sounds fair
>>
>>34406979

I thought the rule was that crits only 'counted' towards the rule of 3 when they actually did something. Seeing as the rule of 3 is meant to help even things out so that there's "never too much bad or too much good floating around".

Have you changed it since then?
>>
>>34412496
That is what's taken effect here I think. The first two, linked to the same action, counted (links count, even if they are discussion). The third was purely discussion and was not linked so it didn't do anything.
>>
>>34406357
>Only how much protection do you need exactly?
"Whatever it takes to keep the Republic and other nasties off our back.

Consider it like this, there are resources and hidden relics galore in this system and we mean to turn this whole place into a fortified factory, a big big goal we know, but everything starts somewhere. While we do this, we need someone to watch our backs and give us some backup in case some other assholes try to come in to take this place and our lives from both of us.

We get this place up and running you'll be seeing shares of what we make, which of course won't be much at first but think longterm."
>>
>>34412723
>>34406357
"Basically what we mean is a longterm defensive agreement, because surely your empire needs an industry and we could become a part of just that."
>>
>>34412746

Really? I think we need more of a strong short/mid term defense agreement that can be paid for with credits and the promise that once we get our shit set up here (and acquire more ships for defense) we'll be an excellent industrial center for her burgeoning empire.
>>
>>34413995
That's actually sort of what I was going for.
>>
>>34414014

We really ought to come up with some specifics, seeing as this is a civ-altering contract we're going for. Also don't forget Karamazov's Devastation ability for when we actually do the contract...heh heh heh, should be fun.
>>
>>34414066
oh lawd, though this pirate queen is probably up to her tricks by now but it should be fun.

Would that I could come up with specifics other than "hey, shoot the guys who want us dead and we'll make shit for you."
>>
>>34414193

Well think about it a bit harder man. The Republic doesn't know exactly where we are (or so I understand), only the general direction that the signal came from. Accordingly they're going to have to send out search fleets to try and find us.

You know what would be really useful in making those search fleets cost a lot more and be far less effective? If someone's pirate fleet was raiding them.

Among other things.
>>
>>34414540
Ah smart, but then, would it not also prove true that they could potentially judge our location even sooner if their patrols suddenly came under attack around a general area?
>>
>>34414671

Depends on how large the general area that they're coming under attack is. She's got enough ships to carve out an empire with though, and it sounds like she's had experience in this sort of warfare (or has contacts who are). So as long as we're willing to pay it should work out.

Or maybe it won't, who knows with Genie.
>>
bumping
>>
Rolled 11 (1d100)

and so the debate continues...

governor mode will be more akin to what your familiar with but also will be a bit more limited but gains POLITICS! You'll be stuck taking care of a world and considering current options having to deal with a greater power.

Adventure will offer you a series of choices that need to be answered. Its 'power' range will depend on your choices. Just be aware that if you start out weaker it lets you create a better build when you work your way up compared to when you start out strong your build will be 'limited' in comparison. Akin to specializing but a bit less due to possible choice range.

The last option is of course the other. Such as the idea of joining the Combine or whatever else you may choose.
>>
>>34417242
Both options have their pro's and con's. Governor will let us focus on the Desert colony into a fortified world as well as extending the mining throughout the system, but also annoying politics (wish we had a hivemind).

Adventure I am unfamiliar with and you stated is nightmare mode as well as apparently losing a majority of our forces which are major turnoffs (we spent ages getting this far why should we give up some of our good stuff and people?)
>>
Rolled 97 (1d100)

>>34417242
Governor, we always fail when trying something new and unfamiliar and we suck at choices.
>>
>>34417242
Yeah, we should try an Adventure Sci-Fi game and see what it is like from the get-go to get a feel for it, rather than try to shoehorn it here.

I vote governor as well.
>>
>>34417242
I'm down for talks I will back Government as well. But I really want to do Adventure some day.
>>
>>34417242
So we have consensus...

We choose governer mode.
>>
Rolled 70 (1d100)

>>34417318
uh...its not the nightmare mode.

I thought it was obvious Genie politics were that...

>>34417452
I wont force it as in it will be something new and gratz if you go for it because HAX may very well live on.
>>
>>34418578
>Governance Mode(politics AHOY)
>Adventure Mode(oh gawd)
>iGNORE(go with something else entirely)

You call that obvious when you clearly are implying Adventure Mode is the tougher one?
>>
Rolled 26 (1d100)

>>34418578
Oh well screw that, let's go on ADVENTURE
>>
>>34418635
>I thought it was obvious. . .
I swear to god Genie this is becoming your catchphrase
>>
Rolled 98 (1d100)

>>34418635
>>34418635
figured background wise it was fairly obvious with the past infamous plotting and weaving of webs along with the usual hints.

Now if they want it I would have to concede on my players being much bigger masochists then even I had expected. My games are hard but politicking allows for me to access ALL the plots, webs, and tinkering. Unlike usually where its rather limited but even then you get bullshit like the infamous Umbra and SWH.

>>34418681
heheh it really is.
Hence why i would make KILLER mystery master and politics heavy writer. Alas I have no death wish.

Only the super smart anon has been able to figure stuff out and that on had previously taken great pride in its abilities before running into me that is.
>>
Rolled 22 (1d100)

>>34418772
Well consensus seems to have changed twice now....time to wait some more.

will be available to answer questions.
>>
>>34418772
Mostly you just suck at communication.

When you say "Politics AHOY!"
and "Adventure, oh god!"

What would you infer is the fun one and the scary one?
>>
>>34419556
>implying everything isn't scary when Genie runs the show
It's only varrying degrees of terrifying

>>34419169
Adventure mode now that it's clarified that's not the nightmarish one
>>
Rolled 7 (1d100)

>>34419169
>will be available to answer questions.
Can you remind us again what are the immediate changes we can expect?
>>
Rolled 68 (1d100)

>>34419743
In what regard?
>>
>>34419910
Well, we still want to upgrade the colony, increase our manpower, have a small military, hold the system, maybe poke at alien ruins, you know.
>>
>>34420031
Hm...adventure mode isn't quite like that anon. Basically all that stuff gets automated in the background.

There always IS option numbah 3 you know.
>>
Rolled 26 (1d100)

>>34420077
Man its a tuesday and its still slow.

I mean I don't even think any of the truly old guard have bothered to stick around.

Oh by the way its back to the old schedule because I got kicked from college due to paperwork related reasons this semester.
>>
>>34420102
We're here, it's just this option is really messing with a lot of stuff, we want to continue holding and improving our system, but the options your giving us won't work on that.

We also need the help of the Pirate Princess, but we don't know if option 3 (whatever that is) will give us that.

at least one person (me) and smartanon are here from the Memor days, and Delim and Godzilla are old enough to be vets
>>
Rolled 77 (1d100)

>>34420102
>Kicked from college
Dear lord Genie. From what little I know of what you've said of your financial life, I can only pray for you
>>
>>34420077
What would Option 3 be?
>>
>>34420229
If it's something we have to "design" then this thread isn't going anywhere for another few days.

I just want to keep the status quo and upgrade our colony so we can have a fleet one day
>>
>>34420278
Yeah, if it weren't for that nat1 we'd still be gearing up to accept new colony members and figuring out what our factory makes and selling it for cash.
>>
Rolled 98 (1d100)

Basically what they said, the quest got derailed by the hard and confusing choices we have to make due to that bad roll and when we get to a consensus we end up going back on it because of new information that makes our choice undesirable
>>
Rolled 81 (1d100)

>>34420229
It was given earlier basically it was the 'other' option if you didn't want to join the empire.

>>34420212
heheh what can you do? Not like i can make a living off what sad skills I do have. Now have to figure out how to survive...

>>34420278
hm...

>>34420498
>Not wanting politics
>Not joining the Combine
>Not making some other decision
>Not going an a ADVENTURE!

What you think you be doin?

Also why I granted more time...again.

You fuckers take forever on your voting holy shit. This ain't even civ creation.
>>
>>34420622
>Not wanting politics
You said "nightmare" mode. We don't want to be inadvertant maschoists again.
>Not joining the Combine
Aliens. Fuck them. but if we can keep the status quo, I'd go for them in a heartbeat
>Not making some other decision
That just wastes more time
>Not going an a ADVENTURE!
We lose our colony building and industry making apparently, where it not for that we would STILL vote for adventure

Whatever the matter, if ANY of these choices let us
1.) Keep colony building, buying more manpower from caravans, and setting up factories to extract and sell materials for more resources
2.) Purchase military expertise, new technologies, continue to set up small bases around the system to do research and extraction operations
3.) Control this damn system

that's what we want, the rest is secondary, but we DONT want nightmare mode
>>
Rolled 28 (1d100)

At this point, I don't care, I don't want the quest to die because of our inability to vote, so I'm gonna push for adventure no matter what.

ADVENTURE
>>
>>34420757
...yes, let's just pick something if we lose what we were originally after that sucks, but this vote has been going on for days and hasn't gone anywhere.

Adventure, lock it in
>>
>>34420757
>>34420835
Bah, fine, but I'm gonna slap myself tommorow if Genie tells us there was a way we could've kept going on with our plans and he didn't tell us only after we chose.
>>
Rolled 60 (1d100)

>>34420757
At that point it really will end up a quest though and much less if even existent civ status.

>>34420726
Thee of dem options grant that. Alas there are consequences...

The Combine for instance will demand resources, manpower, and tech if not more. For the sake of their war waging and trade.

There too are politics there....and infighting.

>>34420835
oh dear.

I fucking hate creation mode...always takes so blasted long.

Anyway I assume you want this same setting or another?

I got an entire roster of the damned things.

This sci fi is....rather out there. Yet at the same time somehow grounded.

If you get creation mode/voting done asap I will grant a fate point.

now lets see if bribery will work...
>>
>>34420901
Goddamit

I knew it, I knew we'd fucking do this

Fuck if this won't be a civ we'll make it a civ we've been trying to MAKE this goddamn civ happen

Wait genie. . .what do you mean by creation mode?

I swear if we have to leave Mizar, Mal, and our mothership and make an entirely different thing this will kill todays episode for at least three days.
>>
Rolled 19 (1d100)

>>34420901
...we're not just continuing with the civ as it is now? You didn't mention anything about having to create something new
>>
>>34420982
>>34421002
Adventure mode...wait what did you think adventure mode entailed?
>>
>>34420989
No fuck that

fuck that shit

We want to keep playing MIzar, we thought Adventure mode was just gonna be another way we're gonna play these guys

You are horrible at communication
>>
>>34421018
That because we were joining the Pirates our colony was going to be automanaged (or something) and our gameplay would be more like an "Adventure mode" with our fleet.

Leaving this civ never entered our thoughts until now.
>>
wow, all this time Genie thought we were wanting to stop playing these guys?

...Maybe we're bad at communicating too
>>
>>34421046
>Adventure mode with fleet

Oh for the love god no. If you had any idea how painful it was to design those systems during exploration....

or on how shit was interacting much less large scale warfare in the mind fuck that is space.

How the different factions interacted.

What the hell is going on around you.

You staying mobile thus forcing a regular reboot as you go to a new area.


That shit was agony. My brain....muh poor brain and previously I thought the new areas were so blasted painful. They turned out to be a mercy in comparison especially has I hit the limits of my system for what they simply weren't designed to handle.

>>34421105
It was only 1 choice that was like that. I tend to include it for the sake of backing out and allowing potential civ survival.

The other stuff that was previously talked about i put under one of them as well.

While the first was linking up with empire.


I LOVE DA CHOICES ANON.

THOUGH IT TENDS TO BACKFIRE ON ME IF YOU HAVEN'T NOTICED.
>>
>>34421182
>While the first was linking up with empire.
The pirate one right?

The "nightmare" one.
>>
>>34421226
I'm still confused as to why joining the Pirate Princess empire is going to be politics and nightmare mode
why are pirates so heavy on politics anyway?
>>
>>34421255
Seriously, joining her would be the perfect choice to let us continue what we're doing if it weren't for the fact that it's going to be nightmare politics mode all of a sudden
>>
Rolled 69 (1d100)

>>34421255
Its an empire forged of kicked out houses and basic pirates.

the power plays will be outrageous.

>>34421313
Not all o a sudden just a sort of heads up.
>>
>>34420901
>The Combine for instance will demand resources, manpower, and tech if not more. For the sake of their war waging and trade.
If we had the option to join the Dominion, they'd essentially want the same thing but at least they are human.

Furthermore their devotion to the Emperor and the Imperial system wouldn't be as bad a powergrabfest as the kicked out houses. And they're human supremacists too

Still, wonder if our heroes have any opinion on them.
>>
Rolled 84 (1d100)

>>34421512
Hey, if our heroes would be okay with it I'd be down. Maybe that'll give us what we're looking for with less nightmare politics.
>>
>>34421512
>>34421353
*Do our heroes have any opinions on possibly joining the Dominion war effort or Transperico?
>>
Rolled 41 (1d100)

>>34421575
uh anon...when I say nightmarish politics I mean politics in general because i am the one doing them.

Doesn't matter which side you join some will have more or less.


Anyway it doesn't seem like much is gonna get done...
>>
Rolled 38 (1d100)

>>34421728
Well, in that case, let's just go with pirates.
We don't want the combine and we don't want to leave this system, and even if there are to be nightmare politics at least we have our awesome negotiator on our side who is friends with the Queen
>>
>>34421695
Would like to know this too
>>
If I vote pirates, will we get past this never-ending vote?
>>
>>34422056
It would certainly help get some decision making done, and maybe you could participate in the discussion too
>>
>>34421783
I guess I can go with this logic, Karamazov recommended her forces and she'd know more about their political hodgepodge than any of us.

At the risk of knowing we might have to redo our vote but hoping otherwise, I will throw in my vote towards the pirates.
Let's try to get some stuff done before the nightmare begins.
>>
I hope we don't suddeny change our vote from the Empire/Princess all of a sudden, really want to use what's left of the thread to get something accomplished while we wait for the caravan to bring new people.
>>
Should've just voted the pirates and stuck with them 40 posts ago.
>>
Rolled 97 (1d100)

So now its pirates when you gonna change your mind again hm?

Wanting the nightmare mode?

Well didn't see that coming. Figured it was hard enough as is.
>>
>>34423167
You said so yourself, it's going to be a nightmare no matter what we chose. But the other options are just terrible. We won't join the combine because they're filthy aliens who'll exploit us (without the benefit of Karamazov at least having mild influence), and we won't just up and leave this civ.

I wanna push for the dominion a bit, but this has gone on long enough.
>>
Rolled 6 (1d100)

>>34423212
Uh no it doesn't have to be. The only reason I say the politics will be a nightmare is because its me were talking.
>>
Rolled 71 (1d100)

>>34423167
Do you want us to change our mind a 3rd time?

As the others said, there's not much support from the heores for anyone else not even the player created factions, and the other options are just cruddy.
>>
Rolled 58 (1d100)

>>34423290
Anyway you like changed your mind a number of times now...each time around the same number of votes.

I don't know what to make of it anymore.

>>34423398
All your heroes are divided.

Karamazov wants her friend's faction.

Commander prefers Combine.

Mastermind would prefer independence.

AI MAL suggests what you would normally not consider to reconsider it.


Now I am gonna get something to eat...
>>
>>34423469
Fight them head on or see if we can sweet talk our way out...

The Republic wants to fight the aliens near as much as we do. Granted the real thing holding us back is the war crimes. But we could find a way, That is if the sliver is game. Say sorry for no heads up. as we the independent faction wished to fight with out causing harm to our fellow humans. But it's all on our luck and what crimes.

Sorry to add more to the mix. But I really have faith in our group.
>>
>>34423883
I'm so tired of this endless voting, but we asked Mastermind if he had a plan to stay independant, and he said he couldn't be sure it would work.

I'm just tired of this, it's been three days of us debating and debating on how to save our skins frmo the Republic, and it's stopped the game dead in its tracks.

If anyone else wants to back independence, do so but at least get a plan.
>>
>>34423883
>>34424102
And by that I mean, I would totally want independance if we could make it work.
>>
>>34424118
>>34424102
I agree for the fifth time. Fuck I'm over it. Independence ahoy.
>>
>>34424102
I under stand that greatly. Ever since that one dice roll a 1 we just died. There was even a few times where I said to my self "We should give up." But after some time said " Na when has that stopped us before." We have a moment to cause one big war and all we need is sweet words to start it. Combie come to protect, Republic comes to fight and the pirates get to have the spoils.

The mastermind just needs to do one thing and that is get us out of here. We move on and find something again or just keep eating moons for resources. We also still have 2 stations left we can start again. Granted not as well, But we will be alive well a war happens.
>>
>>34424218
Our colony though, 10k people, the caravan incoming. Even if we do escape, won't the republic follow us? And that's 5 threads of hardwork down the drain. We would lose so much of the SS stuff we set up, the gas extractor, the colony, the factory.

Is there anyway we can remain independant while holding the system?
>>
>>34424218
One last thought before I have to work again. We could also set one real big trap. We have the worm going nuts and a faction we could probably pay to help. Plus all the new ships when it's done. We could help an empire well helping our selves.
>>
>>34424273
Let the colony fend for its self, I'm all for leaving this fucked up area for good...

Also let SS know some of their tech is in danger of being captured by the republic..
>>
Rolled 16 (1d100)

If you guys want to change our mind a 4th time, then we better just bank all our resources to Mizar to keep us independent and learn more about what it entails. If he has a plan to let us keep the system or not.
>>
>>34424437
In theory we can get the people back onto the ships, we'd just be leaving so many resources, so many spoils, so much technology, and we might not even escape.

I almost want to cry thinking about what we'd be leaving behind.
>>
>>34424469
The lets lay a masterful trap. (I know it's bad work ethic but eh)
>>
>>34424469
I REALLY don't care. Easy come easy go. Our mothership is the only irreplaceable asset. Let's leave this system in the dust.

The mines haven't yielded any value resources. We essentially made a gas station and a Podunk shanty town. We are an interstellar truckstop at best. Don't let it cloud our judgement.
>>
>>34424705
>>34424737
Very well. We were this close to actually getting manpower for the mines and starting up the factory, but I guess we'll have to leave those behind.

This, of course, pends on if Mizar himself doesn't have his own plan but I'm betting it does likely include leaving.
>>
>>34424737
Oh, and the school, the recreation center, and quite literally 200 Credits down the toilet.

Wherever we go we'll have to redo 5 threads worth of stuff, but I suppose that is better than death or nightmare politics.
>>
>>34424892
We should have seen it coming we are planing to fight a whole race.
>>
...hm whenever players are given excess time will often change their minds.

I now honestly don't know what to do now.

Well lets sseee...yeah I am drawing up blanks.
>>
Rolled 7 (1d100)

>>34425221
In other words...you anons suck.

Not sure what to do now...you sseem to be over thinking things. Excessively so.

While my plots may be something else there are things you forget to consider. So...stop thinking and just vote for what you feel is right.

It doesn't even have to be one of the listed options as number 3 covers a wide variety.
>>
>>34425221
I have had moments where it looks like we need to take breaks from problems like this. But agreed things like this we should just rip it off like an adhesive medical strip (heh bandaid). No taking way to long like this.

Down side is this group is build like this we come and go. Then do it again (dam real life got games to play and people to chill with).
>>
>>34425413
Genie, what you call obvious are the most intagible enigmas in history, and those things you think untouchable are (sometimes) quite easy to see.

If this is a freight train of obvious solutions coming straight at us, we're not seeing it.
>>
Rolled 37 (1d100)

>>34425413
Not to mention you assume the crits meant instant failure or success. Which...it doesn't work like that.

The crit failed 1s don't mean your gonna insta die unless you had a bad plan along with it.

So basically...i am repeating myself as before. What more I can do....something must change.

I have hit certain limits regarding what is currently being done...like tech trees. Unit specification and stats along with stuff like war/battle shit.

The...current regimen is not enough to cover it despite my attempts to and there is stuff I simply don't know how to deal with.

In other words my limits have been reached. There is still stuff I can do...but i wont be able to finish what I started. things for me seemed to have gone to shit ever since the umbra civ while for you it was long before that.
>>34425515
I blame faulty brain wiring.
>>
>>34425606
But we have died in the past from ignoring the effects of a nat1, and the Diplomat and everyone else agrees our message was a tantamount to war.

Diplomacy with the Republic is infeasable since not even our best diplomat thinks it possible, so the only options are fight or flight.
>>
Rolled 57 (1d100)

>>34425606
What's gone wrong since V101?
>>
>>34420102

Silvertongue still diligently participates in every thread, Smartanon reads them after they're done because he has to work and try to patch his life up. There might be one other old vet who hangs around but I can't quite tell.
>>
Rolled 29 (1d100)

>>34425413
My gut says trust our people, My brain says give something to the gods first.

But my final vote is talk to the pirate empire and make a deal to make the universes best trap. I trust the skill of the mastermind, the combat power of the commander, the words of the dreaming negotiator and the will of MAL when he said he is unstoppable with hacking.

>Full action + synchronize
Crew, Heroes, Friends and comrades. This will be our true test of our power we must not fail.

Negotiator talk to your friend )and Silver anon if your here) set up a contract to fight the incoming people.

Commander arm the people an set up battle lines.

Mastermind set up what you can trap wise and any fall backs we can.

MAL see what info and damage you can do to the incoming enemies.

( I would hate to waste all our time if it ends up no one is coming.)

Any word on the merc contracts? Once the ships are repaired we can use them to help.
>>
>>34425677
>reads them after they're done
No wonder we've been having such an awful time getting our shit together.
>>
Rolled 18 (1d100)

>>34425679
Battle lines might be premature, we don't know when or if the Republic will be arouse to anger towards us, could be 20 turns, could be next turn popping out of hyperspace.

That does sound like something I'll give it that, I'll even roll and see if we can't land a 100 or a 1
>>
Rolled 18 (1d100)

>>34425606
hm...the anniversary of the Memor September 5 the day I started civ running.

that day next Friday I will go through everything I can find compile it and then on that day I will offer what I created.

the way to create/run a tabletop civ game. At least the groundwork for it. As it turns out everything beyond that eludes me.

I don't know enough about warfare to successfully make the battle/combat rules.

and cannot seem to get the unit stuff off the ground. Not to mention the countless other problems.

I'll be finished then it would appear. My beloved record long since broken. I my have broken the problem that plagued civ table tops but it seems like I can't do anything more then that.

>>34425679
mercs are available but you never really stated which you would prefer for type wise.
>>
>>34425679
Look, hire the pirate empire (and dispatch our pirates) to harass and raid any Republic search fleets while also laying false trails to lead them astray and such. It'll be expensive, but we have the money for it and Karamazov's...intimacy and skills should get us a good bang for our buck.

That gives us time to prepare and also let's us keep track of how close ths Republic is to finding us.

Meanwhile, contact the combine and just ask them to help us get this Worm thing locked down...temporarily. Let it be like a pressure cooker, gaining force and when the Republic finally reaches us we'll unleash it.

Finally, put the Commander in charge of preparing defenses for the system and the colony, and give our Mastermind and Twisted Genius whatever funds are left over to try to pull something out of their asses.
>>
Rolled 66 (1d100)

>>34425840
This works too
>>
>>34425840
Mal can probably get in there too. Send him out in the Ghost ship to hack/intercept some comms transmissions for forces that are hostile to tge Republic. Suddenly their patrol routes go tgrough systems that our pirate friends say the Republic's battle fleets have been dispatched to. Or unsavoury adventurer fleets hear rumors of an awesome ghost ship and do the same. Or the Republic forces receive several contradictory orders, or they see something shiny and it blows up in their faces.

I mean, they're only going to invest so much (a lot because double 1) into an attack. If all of the surrounding sectors and systems suddenly turn into a gigantic trap they'll only put up with so much of it.

Putting a temporary cap on the Combine ship might backfire spectacularly though. And god knows that the rest might not work for whatever reasons, but don't just lay down and die like bitches. If necessary, sacrifice our good mastermind or twisted genius or commander. But it's about time we actually went all fucking in for a civs survival already.
>>
>>34425840
But like anon said, are the republic currently actively out for us as of right now sending fleets and stuff? We made them mad, but if we attack their patrols out of nowhere when they aren't even after us right now would that be wise?

>>34426040
Basically, are we so sure there's a deathfleet after us right now?
>>
>>34425812
Ship combat, We need people to run the ships right? Other wise I will leave it to the commander to pick what will be best. Trust in crew and we will win is my mantra this game. (That and XCOM)
>>
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Rolled 9 (1d100)

>>34425812
hm...I has it and was busy nostalgic after rereading the first Memor thread.

I...remember what it was like what I was like.

To go back to that...I know how to do that now, but I can't do it right away. First...first I need to figure out individual stuff or small groups then I can go back. Use it for mass combat testing...already have the other stuff figured out.

I...have the civ stuff all figured out. All I need to do is the lesser stuff...can't do the details. Wont be pretty but it is doable.

Good thing I reread that old thread...was getting quite morose.
>>
>>34426148
Ah, those were the days. Don't know why you thought your system was bad back then at all.
>>
Rolled 81 (1d100)

>>34425840
>>34426040
Well, this seems like a plan so I'll back it
>>
>>34426050
Fair 'nuff, we're forgetting Ramona.
>>
Rolled 2 (1d100)

>>34426257
Agreed, I'm glad we got focus again.
>>
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Rolled 23 (1d100)

>>34426148
and now...I am BACK BABY.

Back then it was gritty...dark but I wanted it to be cool. Hence why NOT Earth so that way I could crazy shit.

Had stuff like magic and psi to make it even MOAR awesome. Made it rare, exotic, and hard to understand.

Made all the techs exist...

Then I had the Fall happen. Where everything that could go wrong went wrong and more.

Made it so that there are still survivors...because death would be too merciful.

Made it gritty and dark but awesome.

I made the Fall so crazy so as to make serve any purpose I needed it to easily. What I had forgotten...was that the Fall IS the shit and awesome comes with hell.

Here...in this particular mode. The tech tree is getting to me as well as the previously avoided mass setting building(a single world was hard enough anything more then that even takes ME years).

>>34426192
I didn't think it was bad only...that it needed work and that I had a stroke of genius. Breaking the problem that cursed civs keeping them only to the vidya.


SO FUCK ITS ALL GONNA BE AWESOME. Just like the plot I had earlier...heheh thinking i was getting rusty now weren't cha?

But its EDE were talking. The same son of a bitch who pulled of the trickery that was SWH, Mother of the Swamp, Umbra, and moar.


You know that old tree?

that was the pic for them?

I never did tell you the story behind that. Pic related.
>>
>>34426399
I thought it was what became of the two Ancestors of the Memor, lovers locked in embrace forever by the powers that be
>>
>>34426365
Those peaceful colonist-miners just got a helluva lot more interesting.
>>
Rolled 75 (1d100)

>>34426399
This actually got started by the Memor peoples a long time ago. The first time I chose this pic was to represent the ruin and regrowth.

The Memor came in and kept it growing...then after they passed. A certain being of crystal came along and kept it up.

Contrary to popular belief that being did more then just crystals and tended to the Garden because it could recall the reason for it still being allowed to exist.

Sometimes you don't want to stay connected to the hivemind.

Sometimes you need a break to get away from the hustle and bustle.

And while the Memor were underground for so long...you forget what the sun feels like or what plants actually are.

The garden was what the Memor retreated to and later started tending to it.


Interestingly there is still one being who keeps up this tradition simply because even a being of crystal gets tired in being in a place full of crystals. So...sometime it likes to go on a retreat and kept that place going.

That being known as Tabula Rasa named it and kept up with the tradition. For though its reasons for doing something similar are a bit different, but the purpose is mostly the same.

>>34426425
Wait? What you talking about? You do know I never use the same trick twice right?
>>
>>34426533
>This actually got started by the Memor peoples a long time ago
Indeed, because it WAS what became of the very first two parents of the Memor.

And yeah, Tabula keeps it up, it's one of the sites the remnants and descendants of the Memor visit whenever they take a pilgramige to their homeland, like Rizal or the denizens of Boomtown. A little garden hidden in ruins among the great forest of Spiders.
>>
Oh and btw the bump limit was reached some time ago, if we want something done/said it should be done with no small degree of alacrity.
>>
Rolled 10 (1d100)

>>34426533
My mistake was getting caught up in the rules...which made me think gritty a lot more.
>>
Rolled 33 (1d100)

>>34425677
Hm...wait a second.

All this knowledge...of other anons. You bastards colluded with each other didn't you?

How else could you know all of that?

As for smart anon...I strongly suggest that one doesn't miss next Friday. Would be a real shame to miss all of that hm?
>>
>>34426709
And maybe I actually get off my ass and compile all the threads. . .
>>
Hey Genie, are we any closer to getting action done because this seems to be a plan unless our heroes are absolutely sure we shouldn;'t engage Republic forces without confirming they are actually sending any sort of force against us, and not just not caring

>>34426040
>>34425840
>>
Rolled 1 (1d100)

>>34426608

Basic 1
Go see if the Republic is reacting to our message, and how.

Basic 2
Have the commander and mastermind and Twisted Genius start to come up with defensive plans for the system. Activate any useful abilities.

Synchro
Here's 50 credits, Mal. Please help.
>>
>>34426791
Ah, and there's our 3rd 1 of the day just in time. and JUST what we needed
>>
>>34426791
I could only hope this is good. But it seems that talking rolls and action are the same some times.
>>
>>34426791
Aw yeah, 3rd nat1! Never been so happy to see it.
>>
>>34426791
Hah. Stillllllllll got the touch.
>>
>>34426791
Oh son of a bitch a third 1 the you failed so hard you succeeded it is...

Oh crap. Uhm...lets see here.

I can't up with something for this so quickly damn it.
>>
>>34426829
In the nick of time too, always appreciate the help
>>
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Rolled 80 (1d100)

>>34426859
Seriously though these triple 1s or 100s are a special pain in the ass to write...uhm uhh. Lets see...For you know...it can be...just might not...so will maybe works...a lot. I uh.

I uh.

uhm.

Fuck.

So...no new thread?

fuu-
>>
Rolled 96 (1d100)

>>34426930
I knew you hired mercs...but how much did you offer and what were you seeking exactly?
>>
>>34426859
No rush, it'll take a while to fall off...and worst comes to worst you can just make it Sundays opener.
>>
>>34426953
>>34426063
lets go with 50 that makes it 100 we spent this turn.
>>
>>34426961
Ah, but Genie says that thursdays are gonna come back again. I actually like Fridays a lot better than thursdays
>>
>>34426930
I'm fine with someone making a new thread. Wouldn't want you to get out of it easy by rushinf 'for the sake of postinf before th thread dies'.

No, no. take all tbe time in the world.
>>
Rolled 88 (1d100)

>>34427005
Yeah, Sunday was bad for me because I had work the next day and had to get up early. Friday is just a bit better than Thursday due to it preceding Saturday.

Plus, the anniversary is gonna be a Friday!
>>
>>34426930
>>34427018
Need one of us to make a new thread Genie or will you do the honors?
>>
>>34426994
Nah, 25 at most but preferably 15-20. And specialize the type already, man. Plain old paramilitaries? Borged out heavy troopers meant for holding the line? Boarding apecialists? Security specialists? Anti boarding spwcialists?

Be specific bro, and keep in mind that we'll probably be fighting tooth and nail on our ships and in our colony soon. (i wouldn't worry about the gas station. If we don't man it then they should just ignore after verifying it's not a threat, to be dealt with as a valuable asset after we're eliminated.)
>>
>>34427087
We should wait till after we get more info on the Republic or consult those who have fought the republic on who best to hire, but I do not know if the tri 1 bonus would apply by then.
>>
>>34427087
We still have to pay for the pirates and give the mastermind and commander and genius credits, after all. They won't be cheap.
>>
>>34427087
I would be more specific. But I didn't want to get in the way of the commanders style/planning.
>>
Rolled 62 (1d100)

>>34427036
Next Friday not this one.

>>34427131
Its find he doesn't exactly have a style besides 'kill em all aliens' and 'humanity fuck yeah'.

>>34427055
I don't care. Still thinking about how I am gonna do that....
>>
>>34427305
Well, i'll be up most of the night and if the thread bumps off I'll be looking for your post if you wanna continue this tonight. Even just post the start thread and then write while we wait.
>>
>>34427305
Get the amount we need to get the ships in full working order, Pick up some Security specialists to help MAL with ship hacking and cyber warfare and a little for Anti boarding.

I think that's about all we would need. Most of this fight will not be ground fighting.
>>
Rolled 74 (1d100)

>>34427349
Why you staying up so late anon hm?

Anyway I'll just let someone else create the thread not sure how to start it...suggest using it the start at least as a recap. I'm not all that great at those.
>>
>>34427426
I guess I can do it again, At least this time we have less to recap.



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